Hello Anet, This is the change we need to sicem.

So it does remove the noob stomper effect while retaining its functionality.
Keep in mind ideally the ICD is there to avoid skill spamming, but AoEs (like a trap or barrage) should count as one hit and as such all targets should have applied the vulnerability.
Although thats the normal function in the game for most skills, there are some instances where the ranger does not benefit from them.

Comments

@anduriell.6280 said:
So it does remove the noob stomper effect while retaining its functionality.
Keep in mind ideally the ICD is there to avoid skill spamming, but AoEs (like a trap or barrage) should count as one hit and as such all targets should have applied the vulnerability.
Although thats the normal function in the game for most skills, there are some instances where the ranger does not benefit from them.

I would take other utilities over this.
Adding the vulnerability might seem like a good idea but conditions are cleared very easily.
Also agree that there is no reason for it to give super speed and shouts (commands now right?) already give swiftness when traited.

Just make it so that as a soulbeast, all the modifiers from bonuses that would be given to the pet are halved on you. There is no reason why skills that were balanced around pets being less than 40% of your damage should fully apply to 100% of your damage. It is ridiculous and cannot be ever balanced. If soulbeast is found lacking after that, buff ranger traits and some of the lackluster skills. After nerfing this absurdity, Anet may find themselves capable of buffing core ranger to bring up all the ranger specs and have them be more balanced overall.

@Safandula.8723 said:
It's not gonna happen. Power soulbeast in pve relies to much on this skill, and since it's pve game, they are not gonna change it.
I guess there will be only number nerfs, if there will be any.

This ^^^

Or another way is to change sic'em all together. Seeing as it seems to be a plague against those who persist on going glassy (or somewhat glassy), change it so it flips on tanky targets. The effect on the pet stays the same (increases damage 40%), but when merged with the Soulbeast, it has a "ignore armor" effect. It will still do high damage to those with little armor (as it should), it just won't do 40% more on top of it. The effect however is a tanky target is now treated like glass. People complain that bunker is too much in this game (I agree, it's much much worse than burst), so here is an answer to that; make soulbeasts useful again (or for once).

@Safandula.8723 said:
It's not gonna happen. Power soulbeast in pve relies to much on this skill, and since it's pve game, they are not gonna change it.
I guess there will be only number nerfs, if there will be any.

This ^^^

Or another way is to change sic'em all together. Seeing as it seems to be a plague against those who persist on going glassy (or somewhat glassy), change it so it flips on tanky targets. The effect on the pet stays the same (increases damage 40%), but when merged with the Soulbeast, it has a "ignore armor" effect. It will still do high damage to those with little armor (as it should), it just won't do 40% more on top of it. The effect however is a tanky target is now treated like glass. People complain that bunker is too much in this game (I agree, it's much much worse than burst), so here is an answer to that; make soulbeasts useful again (or for once).

This is a good idea. I don't like people talking about gutting Sic' em because it over performs on Soulbeast. I play core ranger and like to use this skill in WvW in combination with a pet swap to Smokescale with quickness. It's a nice little burst. If the damage got decreased for core ranger, it will just become another useless skill never to be used.

@Safandula.8723 said:
It's not gonna happen. Power soulbeast in pve relies to much on this skill, and since it's pve game, they are not gonna change it.
I guess there will be only number nerfs, if there will be any.

This ^^^

Or another way is to change sic'em all together. Seeing as it seems to be a plague against those who persist on going glassy (or somewhat glassy), change it so it flips on tanky targets. The effect on the pet stays the same (increases damage 40%), but when merged with the Soulbeast, it has a "ignore armor" effect. It will still do high damage to those with little armor (as it should), it just won't do 40% more on top of it. The effect however is a tanky target is now treated like glass. People complain that bunker is too much in this game (I agree, it's much much worse than burst), so here is an answer to that; make soulbeasts useful again (or for once).

I think ppl who complain about ranger re low tier pvp, cause there are many builds what counter it very well

Pvers that come wvw for gift of battle in bers glassy build running away from ranger, get hit by rangers long range shot with maximum distance damage, instead of quickly close up to ranger.
Get close survive burst ( sic em, sotp ) and you ll see that ranger is not so scary.

The only thing is really wrong it s precast maul, it should be only after successful hit

@Cyric.7813 said:
I think ppl who complain about ranger re low tier pvp, cause there are many builds what counter it very well

Pvers that come wvw for gift of battle in bers glassy build running away from ranger, get hit by rangers long range shot with maximum distance damage, instead of quickly close up to ranger.
Get close survive burst ( sic em, sotp ) and you ll see that ranger is not so scary.

The only thing is really wrong it s precast maul, it should be only after successful hit

Yea and the only reason I suggested that nerf was because ranger is on ALL FORUMS cus ppl are mad and qq over ranger, so we know anet is gonna do SOMETHING to ranger soon. I don't want it to be nerfed, but if it's gonna be nerfed I want it to be done the right way.

I said before, I am saying again now: Sic'Em is very good how it is atm. Trolls should stop argue and argue, post and post all time and all years about this.
PS: this utility already got a nerf, by changing it from shout to command. Real rangers know why

@LionZero.3479 said:
If the damage portion get's removed give me something like converts 3 boons into conditions in return >> would fit the name of sic em and ranger could use some boonstrip aswell i guess <<

I doubt we’re going to get boon removal, as much as I wish we would.

I would accept “your pet gains super speed and reveals and knocks down target.” Sorta thing too, would also make sense for Sic’Em, especially since it’s an image of an angry dog.

"But my children sing to me. Listen. They sing dark, delicious notes about power and family. As their mother, I have to grant them their wish."

@Ganathar.4956 said:
Just make it so that as a soulbeast, all the modifiers from bonuses that would be given to the pet are halved on you. There is no reason why skills that were balanced around pets being less than 40% of your damage should fully apply to 100% of your damage. It is ridiculous and cannot be ever balanced. If soulbeast is found lacking after that, buff ranger traits and some of the lackluster skills. After nerfing this absurdity, Anet may find themselves capable of buffing core ranger to bring up all the ranger specs and have them be more balanced overall.

You seriously think they will do that?

It has been abundantly clear that the pet didn't make up for the reduced damage they gave ranger since the launch of the game, and yet it still took them years to do something that resembles working on it. For two years we had a grandmaster trait that made the active skills of signets affect the ranger. That's how out of touch with the class they were. Not before PoF, when ranger was given an offensive elite spec, did they do significant buffs to damage of the sword and greatsword (probably as a reaction to raid golem tests, realizing that their new dps toy wasn't up to par), even though it has been obvious for years that those weapons needed it. The sword still needs more.

We still have minors in marksmanship that rely on a grandmaster trait to not be an almost complete waste, minors that on any other class would have been changed to either refresh itself (like they did to the revenant) or made so that all 3 grandmaster traits had a way to refresh the opening strike mechanic. And of course, on most other classes they would probably have added some modifier based on the vulnerability condition into the mix aswell. Yet, the core problem of those minors and the opening strike mechanic is the same today as on launch. Minors in a trait line meant to enhance power damage. The same thing you're saying they should buff on core ranger to bring up the profession as a whole while nerfing the soulbeast interactions.

You see the problem? The compensations you're asking that the core ranger should have gotten in exchange for soulbeast nerfs, are changes Anet should have worked on years ago, regardless of the existence of soulbeast. They barely have. Most changes came after soulbeast, in order to buff soulbeast.

Not even gonna bother going into the whole core pets debacle, or how every pet they have released since HoT that is capable of hitting moving targets for various reasons have been nerfed. I don't disagree with the main sentiment, at least as far as damage potential goes. Core ranger should be brought up. In turn soulbeast interractions would have to be tuned down.

Generally though, this " damage absurdity" is mostly blown up by bad players running around in wvw and pvp. And yes, I will gladly lower myself to the level of "git gud", because frankly that's what a lot of this is. I have zero problems fighting other roaming rangers. Especially not the full zerk sic 'em ones.

@Turk.5460 said:
There is zero reason for this utility to give 12s of superspeed.

the actual skill is supposed to provide an speed boost. Merged it is not supposed to lose effects but it is happening because spaghetti code. Best and easiest way it's to provide superspeed.

@Stand The Wall.6987 said:
lol, the vulnerability would make it miles more op in any group scenario.

Thats the idea to provide the ranger an shifting focus into group gameplay. If the class is going to lose specific self-boost for slefish gameplay the only good way to go about it it is to replace for a sort of group friendly effect.

I also think Maul should apply 25 stacks of vulnerabilty in the attack skill itself and the AOO should apply another 25 stacks of vuln.
That actually makes sense to make feel the Pet mechanic less useless.

Extending the duration and to apply Marked! instead Reveal are also important changes i think it would help the ranger to have a more useful role in any group.